Article No. 1170 | January 13, 2014
When implemented properly, parallax scrolling can create a hypnotic effect, drawing users deeper into your site and compelling them to act.
Article No. 1160 | December 17, 2013
A look at the trends that ruled the expanding UX landscape in 2013.
Article No. 1153 | December 4, 2013
Information dashboards give users the control over our environments that we crave on a psychological level.
Article No. 1141 | November 14, 2013
A learning initiative between Harvard and MIT, edX is creating an open-source learning platform with Google that's poised to change the experience of higher learning.
Article No. 1131 | November 1, 2013
A closer look at the Design for Experience awards category: Experience that Makes a Difference
Article No. 1127 | October 29, 2013
Looking through the Google Glass (so to speak) with the help of Descartes and Peirce, one can see a product with a name that appeals to all users' low-tech experiences.
Article No. 1119 | October 22, 2013
Despite becoming more commonplace and in-demand, user experience is still victim to a number of misconceptions—here, four of them are sent to slaughter.
Article No. 1109 | October 9, 2013
A pair of brain activity visualization projects illustrates concepts and themes that affect human behavior and the realm of experience design.
Article No. 1103 | October 2, 2013
A closer look at the Design for Experience awards category: Interaction Design Innovation
Article No. 1102 | October 2, 2013
Embracing the messiness and complexity of the systems, users, and contexts we're designing for can yield flexible future-proofed products.
Article No. 1101 | October 1, 2013
By looking at the role psychology plays in the workplace, we can create designs that give people a sense of purpose, enhancing creativity and productivity.
Article No. 1093 | September 23, 2013
Thoughtful inspection of qualitative and quantitative data allows UX professionals to glean genuine insight on user behavior from reams of big data.
Article No. 1085 | September 11, 2013
A Cartesian preoccupation with a product's properties prevents seeing designs in context of a user's deeply personal world, à la Heidegger.
Article No. 1083 | September 9, 2013
Attention to detail, a focus on immersion, and the desire constantly improve his products made Walt Disney one of the earliest designers of user experience.
Article No. 1076 | August 22, 2013
A look at the two primary uses of AI—"instrumental" and "affective"—that significantly boost the UX of a product.
Article No. 1072 | August 14, 2013
That rare creature on the UX landscape with the glittering horn—the one who can design and program—don't be one of those. Be a Pegasus instead, and fly above it all.
Article No. 1070 | August 12, 2013
We're surrounded by more data than ever, and as the mountains of information continue to grow, storytelling techniques can help designers make sense of it all.
Article No. 1067 | August 6, 2013
As put forth in his new book, Evil by Design, Chris Nodder argues that it's acceptable to deceive users with persuasive design when it's in their best interests.
Article No. 1066 | August 5, 2013
When employed to its full potential, field research done in unique user environments can uncover opportunities to innovate customer experience.
Article No. 1065 | August 1, 2013
With gamification continuing to grow in popularity as a way to engage users, the new book Gamification at Work lays out the five steps of "player centered design."
Article No. 1062 | July 29, 2013
While the complexity of modern systems can make designing for perfection a futile process, embracing the inherent messiness of digital design can forge better solutions.
Article No. 1059 | July 23, 2013
Design should be supportive of users, but as design collides with sales and marketing, manipulative techniques are wielded with other goals in mind.
Article No. 1055 | July 16, 2013
When it comes to privacy issues, you need to build trust with users—here are seven actions that engender transparency and control.
Article No. 1053 | July 10, 2013
The human brain is built to create associations between things it encounters and, depending on how they are approached, these associations can hinder or elevate a design.